Teleport to directly above the origin point, then you can ride the updraft from the fireburst.I would do an acrobatics check with a family easy DC. Yes, they appear next to it but they are immediately falling so even if prepared it takes a quick reaction. Writing as a long-time rock climber - once you start falling, it's hard to stop.
Err, I'm not even seeing how you are arguing this. Given that most medium creatures are more than 5 feet tall, it would be very difficult for them not to be touching the ceiling if they teleported to the 5 foot space immediately below the ceiling. A tiny creature might have a problem if they teleported into the middle of the space.Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 1 5 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take ld6 + PB fire damage.
I might see it different, in that the target is an unoccupied space you can see, which is 5x5ft. Allowing you to teleport 1mm from the wall or ceiling might start to open other ideas such as : Sure, there are tables and chairs in that space, but I am aiming for the 1ft space behind the chair and wall where I can fit if I get skinny, so it is like unoccupied.
I cannot seem to find a good outline of what is considered unoccupied. most people seem to think it is no people and objects. Allowing teleportation into a space in the air might also mean that one should be able to teleport into a space with tables and chairs since they could land on the table and not the possibility of being fused with the table taking damage, or just having the spell wasted. Allowing the teleport to target the 5ft space above the table and just saying that you will land on your feet on the table seems odd as well.
Practiced rock climbers do not have the supernatural ability to stroll across the ceiling. If the player was a tabaxi, with an entirely natural climbing ability, this would be a valid comparison, but Spider Climb is an entirely unnatural ability to move like a vampire.I would do an acrobatics check with a family easy DC. Yes, they appear next to it but they are immediately falling so even if prepared it takes a quick reaction. Writing as a long-time rock climber - once you start falling, it's hard to stop.
Allowing you to teleport 1mm from the wall or ceiling might start to open other ideas such as...
You still need to grab on. Supernaturally or otherwise.Practiced rock climbers do not have the supernatural ability to stroll across the ceiling. If the player was a tabaxi, with an entirely natural climbing ability, this would be a valid comparison, but Spider Climb is an entirely unnatural ability to move like a vampire.
You just need to touch the surface and you can move on it as if it where the ground. It’s magic, you don’t need to grab anything, brushing against it is enough.You still need to grab on. Supernaturally or otherwise.
I would likely allow the wall but might not allow you to suddenly stick to the ceiling. You do not teleport to that space, you teleport to the adjacent space. If you suddenly appear under the ceiling you start to fall before you can grab the ceiling. This is why I can see grabbing the wall and not the ceiling. I could also see something like a DC 15 Acrobatics check to do it.
You just need to touch the surface and you can move on it as if it where the ground. It’s magic, you don’t need to grab anything, brushing against it is enough.
Maybe just have a time requirement? If it is something you can do mostly all the time, a hero would train to do the cool thing so he could do it in battle. Maybe downtime days or over the course of a couple weeks of game time, a level?I think an Acrobatics check is appropriate, but that DC sounds a little high for my taste. Something simple like a flat floor to a flat ceiling would be more like a DC 5 (or even ignored). DC 15 would be to a slippery cave ceiling. DC 10 if there are stalactites to grab.
In any case, the DC should be basically the same as jumping. Easy/negligible under simple conditions, harder in bad terrain.
I would likely allow the wall but might not allow you to suddenly stick to the ceiling. You do not teleport to that space, you teleport to the adjacent space. If you suddenly appear under the ceiling you start to fall before you can grab the ceiling. This is why I can see grabbing the wall and not the ceiling. I could also see something like a DC 15 Acrobatics check to do it.
That space is full of ceiling, you can't teleport to it. They are (presumably) teleporting to as close to the ceiling as they can and grabbing it just like if they were climbing up to the ceiling on a ladder (or at least at the top of a jump to the ceiling, where they have no net downward velocity). I don't know if D&D has any leaping-spider type creatures, but if you can leap to a ceiling and stick to it, it should work equally for teleporting to the ceiling.But, it isn't "1 mm". It is within reach of arms and/or legs - so, more within a couple of feet.
I would do an acrobatics check with a family easy DC. Yes, they appear next to it but they are immediately falling so even if prepared it takes a quick reaction. Writing as a long-time rock climber - once you start falling, it's hard to stop.
There's a certain fighter-v-wizard argument that goes something like 'martials can't ever do anything because someone thinks they know what the experience they are attempting would be like, but no one knows what magic would be like.' I think that's a real danger of this in situations like this, and it's likely to negatively effect your characters doing the exact things one personally has a passion for. Nearly everything adventurers do is just plain improbably risky or impractical -- venturing into dangerous holes in the ground in full harness armor, leaping from platforms to platforms over neigh-bottomless pits, going to battle with giants or megafauna, etc. If we suddenly impose realism onto the fields we happen to have personal interest in, those are the ones we're going to render impossible to our characters (meanwhile the rock climber's character can use their longbow in the rain, whereas the player who personally is into archery would have their character keep the bowstring dry but be able to climb in improbable scenarios, etc.). I'm not really taking a position here, so much as warning about a potential issue.Practiced rock climbers do not have the supernatural ability to stroll across the ceiling. If the player was a tabaxi, with an entirely natural climbing ability, this would be a valid comparison, but Spider Climb is an entirely unnatural ability to move like a vampire.
Is spider climb active? Then they stick. If not, they fall. If there’s nothing about changing direction or orientation in the teleport, then they’d be facing/oriented the same way as when they teleported. If that breaks the rules for spider climb, they fall.Dhampir Wildfire Druid level 3 so Spider Climb and Fiery Teleportation are both available. What happens when:
a) Teleporting to a wall
b) Teleporting to a ceiling within reach
Do you stick, fall, or turn upside down if on ceiling. I'm assuming the answer is talk to you DM.